Files
c64-demo/main.asm
T
2026-07-13 16:20:22 +02:00

349 lines
7.9 KiB
NASM

; -----------------------------------------------------------
; main.asm - C64 demo: giant TTG logo + credits scroller
; effects: color wash on the logo, smooth pixel scroll,
; pulsing title - all timed by polling the raster beam
; Build: acme -f cbm -o main.prg main.asm
; -----------------------------------------------------------
!to "main.prg", cbm
* = $0801
; ---- BASIC stub: 10 SYS 2064 ----
; so after LOAD"*",8,1 it's enough to type RUN
!byte $0c, $08 ; address of next line
!byte $0a, $00 ; line number: 10
!byte $9e ; SYS token
!byte $20, $32, $30, $36, $34 ; " 2064"
!byte $00 ; end of line
!byte $00, $00 ; end of program
* = $0810 ; = 2064 in decimal
; ---- hardware registers ----
BORDER = $d020 ; border color register
BG = $d021 ; background color register
RASTER = $d012 ; current raster line
XCTRL = $d016 ; horizontal fine scroll + 38/40 column mode
SCREEN = $0400 ; screen RAM (40x25 chars)
COLRAM = $d800 ; color RAM
; ---- colors ----
BLACK = 0
WHITE = 1
CYAN = 3
YELLOW = 7
LGREEN = 13
LGREY = 15
; ---- screen layout ----
BIGROW = 2 ; top row of the giant letters
BIGCOL = 6 ; left column (3*8 + 2*2 = 28 wide, centered)
TITLE_POS = 12*40 + 13 ; "TELETYPE GAMES" (14 chars, centered)
SCROLLROW = 14 ; scroller row
WWW_POS = 17*40 + 9 ; "WWW.TELETYPEGAMES.ORG" (21 chars)
CITY_POS = 19*40 + 14 ; "SZEGED, 2026" (12 chars)
; ---- timing ----
SCROLL_STEP = 2 ; pixels per frame (8 px / 4 frames = 1 char)
RAS_SCRTOP = 160 ; just above the scroller row (row 14 = lines 162-169)
RAS_SCRBOT = 171 ; just below it (rows 13 and 15 are blank, so
; a line of jitter here is invisible)
RAS_BOTTOM = 248 ; lower border: safe time for screen updates
; ---- zero page pointers ----
scrlo = $fb
scrhi = $fc
collo = $fd
colhi = $fe
start:
sei ; no KERNAL IRQ - raster polling must not jitter
lda #BLACK
sta BORDER
sta BG
; clear screen RAM, fill color RAM with white
ldx #0
clear_loop:
lda #$20 ; space
sta SCREEN,x
sta SCREEN+$100,x
sta SCREEN+$200,x
sta SCREEN+$2e8,x
lda #WHITE
sta COLRAM,x
sta COLRAM+$100,x
sta COLRAM+$200,x
sta COLRAM+$2e8,x
inx
bne clear_loop
; ---- draw the giant TTG letters from 8x8 bitmaps ----
lda #0
sta letter
letter_loop:
ldx letter
lda letter_off,x
clc
adc #<(SCREEN + BIGROW*40 + BIGCOL)
sta scrlo
lda #>(SCREEN + BIGROW*40 + BIGCOL)
adc #0
sta scrhi
lda letter_off,x
clc
adc #<(COLRAM + BIGROW*40 + BIGCOL)
sta collo
lda #>(COLRAM + BIGROW*40 + BIGCOL)
adc #0
sta colhi
lda letter ; bitmap index = letter * 8
asl
asl
asl
tax
lda #8
sta rowcount
row_loop:
lda bigfont,x
sta curbits
ldy #0
bit_loop:
asl curbits ; leftmost pixel first
bcc no_plot
lda #$a0 ; inverse space = solid block
sta (scrlo),y
lda #YELLOW
sta (collo),y
no_plot:
iny
cpy #8
bne bit_loop
lda scrlo ; advance both pointers one screen row
clc
adc #40
sta scrlo
bcc scr_nocarry
inc scrhi
scr_nocarry:
lda collo
clc
adc #40
sta collo
bcc col_nocarry
inc colhi
col_nocarry:
inx
dec rowcount
bne row_loop
inc letter
lda letter
cmp #3
bne letter_loop
; ---- static texts ----
ldx #0
title_loop:
lda txt_title,x
sta SCREEN+TITLE_POS,x
lda #WHITE
sta COLRAM+TITLE_POS,x
inx
cpx #txt_title_end - txt_title
bne title_loop
ldx #0
www_loop:
lda txt_www,x
sta SCREEN+WWW_POS,x
lda #LGREEN
sta COLRAM+WWW_POS,x
inx
cpx #txt_www_end - txt_www
bne www_loop
ldx #0
city_loop:
lda txt_city,x
sta SCREEN+CITY_POS,x
lda #LGREY
sta COLRAM+CITY_POS,x
inx
cpx #txt_city_end - txt_city
bne city_loop
; scroller row color
ldx #39
lda #CYAN
scrollcol_loop:
sta COLRAM+SCROLLROW*40,x
dex
bpl scrollcol_loop
lda #6 ; multiple of SCROLL_STEP -> clean 4-frame cycle
sta xscroll
lda #0
sta scrollidx
sta framectr
sta washphase
; ============================================================
; main loop - one iteration per frame, driven by the raster
; ============================================================
main:
; switch on fine scroll + 38-column mode for the scroller row only
wait_scrtop:
lda RASTER
cmp #RAS_SCRTOP
bne wait_scrtop
lda xscroll ; bits 0-2 = x scroll, bit 3 = 0 -> 38 columns
sta XCTRL
wait_scrbot:
lda RASTER
cmp #RAS_SCRBOT
bne wait_scrbot
lda #$c8 ; back to default: 40 columns, no scroll
sta XCTRL
; beam is in the lower border: do all updates now, invisibly
wait_bottom:
lda RASTER
cmp #RAS_BOTTOM
bne wait_bottom
inc framectr
; smooth scroll: move SCROLL_STEP pixels, shift chars on wrap
lda xscroll
sec
sbc #SCROLL_STEP
bcs xs_store ; still 0..7: just store
adc #8 ; wrap (carry clear, so this adds exactly 8)
sta xscroll
jsr shift_row
jmp xs_done
xs_store:
sta xscroll
xs_done:
lda framectr ; wash moves one column every 2nd frame
and #1
bne wash_hold
inc washphase
wash_hold:
jsr do_wash
jsr do_pulse
jmp main
; ---- shift the scroller row one char left, feed in the next char ----
shift_row:
ldx #0
sr_loop:
lda SCREEN+SCROLLROW*40+1,x
sta SCREEN+SCROLLROW*40,x
inx
cpx #39
bne sr_loop
ldx scrollidx
lda scrolltext,x
sta SCREEN+SCROLLROW*40+39
inx
cpx #scrolltext_end - scrolltext
bne sr_nowrap
ldx #0
sr_nowrap:
stx scrollidx
rts
; ---- color wash: gold gradient running across the logo columns ----
do_wash:
ldx #27 ; 28 logo columns
dw_loop:
txa
clc
adc washphase
and #15
tay
lda washtbl,y
sta COLRAM + (BIGROW+0)*40 + BIGCOL,x
sta COLRAM + (BIGROW+1)*40 + BIGCOL,x
sta COLRAM + (BIGROW+2)*40 + BIGCOL,x
sta COLRAM + (BIGROW+3)*40 + BIGCOL,x
sta COLRAM + (BIGROW+4)*40 + BIGCOL,x
sta COLRAM + (BIGROW+5)*40 + BIGCOL,x
sta COLRAM + (BIGROW+6)*40 + BIGCOL,x
sta COLRAM + (BIGROW+7)*40 + BIGCOL,x
dex
bpl dw_loop
rts
; ---- pulsing title: grey-white ramp, one step per 8 frames ----
do_pulse:
lda framectr
lsr
lsr
lsr
and #7
tay
lda pulsetbl,y
ldx #txt_title_end - txt_title - 1
dp_loop:
sta COLRAM+TITLE_POS,x
dex
bpl dp_loop
rts
; ---- data ----
; 8x8 bitmaps of the giant letters (one byte per row, MSB = left pixel)
bigfont:
; T
!byte $ff, $ff, $3c, $3c, $3c, $3c, $3c, $3c
; T
!byte $ff, $ff, $3c, $3c, $3c, $3c, $3c, $3c
; G
!byte $7e, $c3, $c0, $c0, $cf, $c3, $c3, $7e
letter_off: ; column offset of each letter (8 wide + 2 gap)
!byte 0, 10, 20
washtbl: ; gold glow ramp (16 entries, cyclic)
!byte $09, $02, $08, $0a, $07, $07, $01, $01
!byte $01, $01, $07, $07, $0a, $08, $02, $09
pulsetbl: ; grey-white pulse (8 entries, cyclic)
!byte $0b, $0c, $0f, $01, $01, $0f, $0c, $0b
; texts in screen codes (!scr); lowercase source shows as uppercase on C64
txt_title:
!scr "teletype games"
txt_title_end:
txt_www:
!scr "www.teletypegames.org"
txt_www_end:
txt_city:
!scr "szeged, 2026"
txt_city_end:
scrolltext:
!scr "mr.zero - tasnadi zsolt / mr.one - tari balazs / "
!scr "mr.two - timar zoltan / mr.three - mezo bela / "
scrolltext_end:
; ---- variables ----
letter: !byte 0
rowcount: !byte 0
curbits: !byte 0
framectr: !byte 0
xscroll: !byte 0
washphase: !byte 0
scrollidx: !byte 0